﻿// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "CameraFilterPack/Blur_Movie" {
        Properties 
        {
                _MainTex ("Base (RGB)", 2D) = "white" {}
                _TimeX ("Time", Range(0.0, 1.0)) = 1.0
                _Distortion ("_Distortion", Range(0.0, 1.0)) = 0.3
                _ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,0.)
                _Radius ("_Radius", Range(0.0, 1000.0)) = 700.0
                _Factor ("_Factor", Range(0.0, 1000.0)) = 200.0
        }
        SubShader 
        {
                Pass
                {
                        ZTest Always
                        CGPROGRAM
                        #pragma vertex vert
                        #pragma fragment frag
                        #pragma fragmentoption ARB_precision_hint_fastest
                        #pragma target 3.0
                        #pragma glsl
                        #include "UnityCG.cginc"
                         
                         
                        uniform sampler2D _MainTex;
                        uniform float _TimeX;
                        uniform float _Distortion;
                        uniform float4 _ScreenResolution;
                        uniform float _Radius;
                        uniform float _Factor;
                         
                    struct appdata_t 
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };
  
            struct v2f
            {
                  half2 texcoord  : TEXCOORD0;
                  float4 vertex   : SV_POSITION;
                  fixed4 color    : COLOR;
           };   
              
                          v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = UnityObjectToClipPos(IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color;
                 
                return OUT;
            }
                      #define tex2D(sampler,uvs)  tex2Dlod( sampler , float4( ( uvs ) , 0.0f , 0.0f) )
                        float4 frag (v2f i) : COLOR
                        {
                                float factor = _Factor/_ScreenResolution.y * 64.0;
                                float radius = _Radius/_ScreenResolution.x * 2.0;
                                float4 col = 0.0; 
                                float4 accumColx = 0.0;
                                float4 accumW = 0.0;
                                for (float j = -5.0; j < 5.0; j += 1.0)
                                {
                                        for (float u = -5.0; u < 5.0; u += 1.0)
                                        { 
                                                float2 offsetx = (1.0/_ScreenResolution.xy) * float2(u + j, j - u);
                                                col = tex2D(_MainTex, i.texcoord.xy + offsetx * radius);
                                                float4 movie = 1.0 + col * col * col * factor;
                                                accumColx = accumColx + col * movie;
                                                accumW += movie;
                                        }
                                }  
                                accumColx = accumColx/accumW;
                                return accumColx;
                        }
                         
                        ENDCG
                }
                 
        }
}